Posted 25 January 2010 - 08:37 PM
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Purpose: The idea behind NetGore is to provide a strong foundation to build a game off of, and to provide the implementation of all the fundamental components involved in 2D online games. That way, people can spend their time with what makes their game unique and stand apart from the rest. For the past few years, the focus has been on performance, flexibility, and advanced features. Recently, the focus has shifted to making it even easier and faster to create your own game with NetGore.
Target audience: NetGore is intended for online multiplayer 2D games only. Although the focus is mainly on real-time RPGs, most any kind of multiplayer 2D game is fine. Some users have already implemented shooters and turn-based combat. We also focus especially on indie developers in numerous ways, such as by including a lot of the features for you and providing a fully-functional base game to work off of.
Features: A detailed list of features can be found on the about page, but in short, most of the basic (and some more advanced) MMORPG features are built in to the engine. More features are always being added as well based on the demand for them.
Any feedback is appreciated, either here or through the NetGore forums.
Posted 05 March 2010 - 07:05 AM
Posted 15 October 2010 - 01:57 AM
The engine has come a very long ways and is still being improved upon every day. There are already some games being developed with it, and we hope to see more!
Posted 11 November 2010 - 12:40 AM
Posted 11 November 2010 - 07:05 AM
Posted 17 December 2010 - 12:13 AM
"Change log" said:
- Many database tables now use auto_increment instead of the next free ID. Tables that do not insert/delete rows outside the editor, such as character and item templates, still use the next free ID.
- Added EventCounters class, which is like a very high-performance, light-weight version of WorldStats. See the feature description for more details.
- All object events now use EventHandler to adhere to the .NET standard practices better
- All events in NetGore are now invoked by using a .Raise() extension method that will, by default, log and swallow any exceptions thrown by the event listeners
- Added new mini-project to check the NetGore code to make sure events are all being invoked properly
- Content files can now be "recycled", which puts them in a special "recycled" asset folder instead of actually deleting them. Basically like a custom Recycling Bin for NetGore's content.
- The sound and music can now be edited and auto-updated via the editor
- Can now properly create and delete particle effects and emitters
- Can now define custom filters in StringRules
- When there is an issue with loading content, it won't spawn a message box every second
And as always, many more changes were made, and the complete listing can be found in the SVN logs.
Posted 31 January 2011 - 02:06 AM
- Fixed InstallationValidator's detection for latest versions of MySQL
- Fixed user respawn position logic
- Fixed teleport logic
- Fixed a few incorrectly written queries
- Fixed memory leak when reloading lazy images, along with some other improvements to lazy-loaded assets
- Added ability to specify modifier keys for certain input events
- Updated used versions of Lidgren Networking Library, SFML, and NUnit
- Various improvements to the UI of the editor
- Added sanity checks for some server configuration values
Posted 15 December 2012 - 07:25 PM
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